Game Development

“I specialize in building modular gameplay systems, tools, and technical features in Unreal Engine 4/5 using both C++ and Blueprints. From core mechanics and ability systems to AI, locomotion, and optimization, my work focuses on creating scalable, performant, and player-responsive experiences. I thrive in both solo and collaborative environments, with a passion for rapid prototyping, combat mechanics ,problem-solving, and player progression”

Core Expertise

Unreal Engine 4/5 Gameplay Systems : 3.5 years of experience building performant, scalable mechanics.

Blueprint Mastery : Designed complex gameplay frameworks, tools, and prototypes using Blueprints.

C++ Programming : Implemented core systems, gameplay features, and optimizations with clean & modular code.

Gameplay Ability System (GAS) : Developed ability based combat, progression, and modular weapon systems.

Animation & Locomotion Systems : Integrated state machines, blend spaces, root motion, motion warping, and Gameplay Animation Sample workflows.

AI Development : Created enemy behaviors using Behavior Trees, EQS, and perception systems.

Technical Workflow

Source Control : Comfortable with Diversion/Perforce workflows for teams.

Optimization & Debugging: Profiling performance, balancing systems & ensuring scalability across platforms.

Prototyping & Iteration: Rapidly building, testing, and refining gameplay features from concept to implementation.

Multiplayer (Beginner)

Replication Fundamentals : Experience with core multiplayer concepts (movement, abilities, and state syncing).

PvP Gameplay Interest : Currently expanding knowledge in adversarial multiplayer systems and replication workflows.

Combat & Systems Engineering

Melee Combat Systems: Soulslike-inspired mechanics (hit detection, stamina, parries, combo chains).

Targeting & Lock-On Systems : Player-friendly combat readability & responsiveness.

Progression & RPG Frameworks: XP systems, inventories, and player stat growth.

Cinematic Gameplay Integration: Sequencer-driven cutscenes and gameplay-embedded cinematics.

Game Dev

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Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. Suspendisse a arcu nibh. Aliquam tempus est ac eros posuere, nec porttitor nunc tempor.  elementum quis vitae odio.

Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. 

Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. Suspendisse a arcu nibh. Aliquam tempus est ac eros posuere, nec porttitor nunc tempor.  elementum quis vitae odio.

Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. 

Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. Suspendisse a arcu nibh. Aliquam tempus est ac eros posuere, nec porttitor nunc tempor.  elementum quis vitae odio.

Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. 

Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. Suspendisse a arcu nibh. Aliquam tempus est ac eros posuere, nec porttitor nunc tempor.  elementum quis vitae odio.

Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. 

Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. Suspendisse a arcu nibh. Aliquam tempus est ac eros posuere, nec porttitor nunc tempor.  elementum quis vitae odio.

Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. 

Sed vitae sem non nibh tempus mollis. Quisque euismod volutpat mi at ullamcorper. Suspendisse a arcu nibh. Aliquam tempus est ac eros posuere, nec porttitor nunc tempor.  elementum quis vitae odio.

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